Prophecy ist eine englischsprachige interaktive Kurzgeschichte, welche die Basis von Alexas Masterarbeit bildete.
Abstract
The recent rise of digital writing requires changes to our understanding of literature and authorship. In digital spheres, we become creators and consumers at once, blurring the line between author and audience. While literary theorists have examined the role of readers as textual co-creators in the past, videogames and interactive literature require active audience participation to generate narrative. However, most commonly known interactive literature focuses primarily on plot exploration rather than narrative cohesion and adherence to literary conventions. With the interactive short story Prophecy, I aimed to create a reading experience that fulfils commonly assumed standards of literature while offering readers significant impact on the narrative, inviting them to assume a co-creative role.